]> git.cworth.org Git - empires-server/commitdiff
Rename server.js to empires.js
authorCarl Worth <cworth@cworth.org>
Sun, 17 May 2020 19:26:42 +0000 (12:26 -0700)
committerCarl Worth <cworth@cworth.org>
Sun, 17 May 2020 19:26:42 +0000 (12:26 -0700)
We have multiple express-based server apps implemented here now, so
the name "server.js" is now ambiguous. We rename it "empires.js" to
make clear that its an implementation only of the empires game.

empires.js [new file with mode: 0644]
server.js [deleted file]

diff --git a/empires.js b/empires.js
new file mode 100644 (file)
index 0000000..b0fc79e
--- /dev/null
@@ -0,0 +1,307 @@
+const express = require("express");
+const cors = require("cors");
+const body_parser = require("body-parser");
+
+const app = express();
+app.use(cors());
+
+const GameState = {
+  JOIN:    1,
+  REVEAL:  2,
+  CAPTURE: 3,
+  properties: {
+    1: {name: "join"},
+    2: {name: "reveal"},
+    3: {name: "capture"}
+  }
+};
+
+/**
+ * Shuffles array in place.
+ * @param {Array} a items An array containing the items.
+ */
+function shuffle(a) {
+  if (a === undefined)
+    return;
+
+  var j, x, i;
+  for (i = a.length - 1; i > 0; i--) {
+    j = Math.floor(Math.random() * (i + 1));
+    x = a[i];
+    a[i] = a[j];
+    a[j] = x;
+  }
+}
+
+class Game {
+  constructor() {
+    this._players = [];
+    this.characters_to_reveal = null;
+    this.next_player_id = 1;
+    this.clients = [];
+    this.next_client_id = 1;
+    this.state = GameState.JOIN;
+
+    /* Send a comment to every connected client every 15 seconds. */
+    setInterval(() => {this.broadcast_string(":");}, 15000);
+  }
+
+  add_player(name, character) {
+    const new_player = {id: this.next_player_id,
+                       name: name,
+                       character: character,
+                       captures: [],
+                       };
+    this._players.push(new_player);
+    this.next_player_id++;
+    /* The syntax here is using an anonymous function to create a new
+      object from new_player with just the subset of fields that we
+      want. */
+    const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
+    this.broadcast_event("player-join", player_data);
+  }
+
+  remove_player(id) {
+    const index = this._players.findIndex(player => player.id === id);
+    this._players.splice(index, 1);
+
+    this.broadcast_event("player-leave", `{"id": ${id}}`);
+  }
+
+  reset() {
+    this._players = [];
+    this.characters_to_reveal = null;
+    this.next_player_id = 1;
+
+    this.change_state(GameState.JOIN);
+
+    this.broadcast_event("players", "{}");
+  }
+
+  reveal_next() {
+    if (this.reveal_index >= this.characters_to_reveal.length) {
+      clearInterval(this.reveal_interval);
+      this.broadcast_event("character-reveal", '{"character":""}');
+      return;
+    }
+    const character = this.characters_to_reveal[this.reveal_index];
+    this.reveal_index++;
+    const character_data = JSON.stringify({"character":character});
+    this.broadcast_event("character-reveal", character_data);
+  }
+
+  reveal() {
+    this.change_state(GameState.REVEAL);
+
+    if (this.characters_to_reveal === null) {
+      this.characters_to_reveal = [];
+      this.characters_to_reveal = this._players.reduce((characters, player) => {
+        characters.push(player.character);
+        return characters;
+      }, []);
+      shuffle(this.characters_to_reveal);
+    }
+
+    this.reveal_index = 0;
+
+    this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
+  }
+
+  start() {
+    this.change_state(GameState.CAPTURE);
+  }
+
+  capture(captor_id, captee_id) {
+    /* TODO: Fix to fail on already-captured players (or to move the
+     * captured player from an old captor to a new—need to clarify in
+     * the API specification which we want here. */
+    let captor = this._players.find(player => player.id === captor_id);
+    captor.captures.push(captee_id);
+
+    this.broadcast_event("capture", `{"captor": ${captor_id}, "captee": ${captee_id}}`);
+  }
+
+  liberate(captee_id) {
+    let captor = this._players.find(player => player.captures.includes(captee_id));
+    captor.captures.splice(captor.captures.indexOf(captee_id), 1);
+  }
+
+  restart() {
+    for (const player of this._players) {
+      player.captures = [];
+    }
+  }
+
+  get characters() {
+    return this._players.map(player => player.character);
+  }
+
+  get empires() {
+    return this._players.map(player => ({id: player.id, captures: player.captures}));
+  }
+
+  get players() {
+    return this._players.map(player => ({id: player.id, name: player.name }));
+  }
+
+  add_client(response) {
+    const id = this.next_client_id;
+    this.clients.push({id: id,
+                       response: response});
+    this.next_client_id++;
+
+    return id;
+  }
+
+  remove_client(id) {
+    this.clients = this.clients.filter(client => client.id !== id);
+  }
+
+  /* Send a string to all clients */
+  broadcast_string(str) {
+    this.clients.forEach(client => client.response.write(str + '\n'));
+  }
+
+  /* Send an event to all clients.
+   *
+   * An event has both a declared type and a separate data block.
+   * It also ends with two newlines (to mark the end of the event).
+   */
+  broadcast_event(type, data) {
+    this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
+  }
+
+  game_state_event_data(old_state, new_state) {
+    var old_state_name;
+    if (old_state)
+      old_state_name = GameState.properties[old_state].name;
+    else
+      old_state_name = "none";
+    const new_state_name = GameState.properties[new_state].name;
+
+    return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
+  }
+
+  /* Inform clients about a state change. */
+  broadcast_state_change() {
+    const event_data = this.game_state_event_data(this.old_state, this.state);
+    this.broadcast_event("game-state", event_data);
+  }
+
+  /* Change game state and broadcast the change to all clients. */
+  change_state(state) {
+    /* Do nothing if there is no actual change happening. */
+    if (state === this.state)
+      return;
+
+    this.old_state = this.state;
+    this.state = state;
+
+    this.broadcast_state_change();
+  }
+}
+
+const game = new Game();
+
+app.use(body_parser.urlencoded({ extended: false }));
+app.use(body_parser.json());
+
+function handle_events(request, response) {
+  /* These headers will keep the connection open so we can stream events. */
+  const headers = {
+    "Content-type": "text/event-stream",
+    "Connection": "keep-alive",
+    "Cache-Control": "no-cache"
+  };
+  response.writeHead(200, headers);
+
+  /* Now that a client has connected, first we need to stream all of
+   * the existing players (if any). */
+  if (game._players.length > 0) {
+    const players_json = JSON.stringify(game.players);
+    const players_data = `event: players\ndata: ${players_json}\n\n`;
+    response.write(players_data);
+  }
+
+  /* And we need to inform the client of the current game state.
+   *
+   * In fact, we need to cycle through each state transition from the
+   * beginning so the client can see each.
+   */
+  var old_state = null;
+  for (var state = GameState.JOIN; state <= game.state; state++) {
+    var event_data = game.game_state_event_data(old_state, state);
+    response.write("event: game-state\n" + "data: " + event_data + "\n\n");
+    old_state = state;
+  }
+
+  /* Add this new client to our list of clients. */
+  const id = game.add_client(response);
+
+  /* And queue up cleanup to be triggered on client close. */
+  request.on('close', () => {
+    game.remove_client(id);
+  });
+}
+
+app.get('/', (request, response) => {
+  response.send('Hello World!');
+});
+
+app.post('/register', (request, response) => {
+  game.add_player(request.body.name, request.body.character);
+  response.send();
+});
+
+app.post('/deregister/:id', (request, response) => {
+  game.remove_player(parseInt(request.params.id));
+  response.send();
+});
+
+app.post('/reveal', (request, response) => {
+  game.reveal();
+  response.send();
+});
+
+app.post('/start', (request, response) => {
+  game.start();
+  response.send();
+});
+
+app.post('/reset', (request, response) => {
+  game.reset();
+  response.send();
+});
+
+app.post('/capture/:captor/:captee', (request, response) => {
+  game.capture(parseInt(request.params.captor), parseInt(request.params.captee));
+  response.send();
+});
+
+app.post('/liberate/:id', (request, response) => {
+  game.liberate(parseInt(request.params.id));
+  response.send();
+});
+
+app.post('/restart', (request, response) => {
+  game.restart(parseInt(request.params.id));
+    response.send();
+});
+
+app.get('/characters', (request, response) => {
+  response.send(game.characters);
+});
+
+app.get('/empires', (request, response) => {
+  response.send(game.empires);
+});
+
+app.get('/players', (request, response) => {
+  response.send(game.players);
+});
+
+app.get('/events', handle_events);
+
+app.listen(3000, function () {
+  console.log('Empires server listening on localhost:3000');
+});
diff --git a/server.js b/server.js
deleted file mode 100644 (file)
index b0fc79e..0000000
--- a/server.js
+++ /dev/null
@@ -1,307 +0,0 @@
-const express = require("express");
-const cors = require("cors");
-const body_parser = require("body-parser");
-
-const app = express();
-app.use(cors());
-
-const GameState = {
-  JOIN:    1,
-  REVEAL:  2,
-  CAPTURE: 3,
-  properties: {
-    1: {name: "join"},
-    2: {name: "reveal"},
-    3: {name: "capture"}
-  }
-};
-
-/**
- * Shuffles array in place.
- * @param {Array} a items An array containing the items.
- */
-function shuffle(a) {
-  if (a === undefined)
-    return;
-
-  var j, x, i;
-  for (i = a.length - 1; i > 0; i--) {
-    j = Math.floor(Math.random() * (i + 1));
-    x = a[i];
-    a[i] = a[j];
-    a[j] = x;
-  }
-}
-
-class Game {
-  constructor() {
-    this._players = [];
-    this.characters_to_reveal = null;
-    this.next_player_id = 1;
-    this.clients = [];
-    this.next_client_id = 1;
-    this.state = GameState.JOIN;
-
-    /* Send a comment to every connected client every 15 seconds. */
-    setInterval(() => {this.broadcast_string(":");}, 15000);
-  }
-
-  add_player(name, character) {
-    const new_player = {id: this.next_player_id,
-                       name: name,
-                       character: character,
-                       captures: [],
-                       };
-    this._players.push(new_player);
-    this.next_player_id++;
-    /* The syntax here is using an anonymous function to create a new
-      object from new_player with just the subset of fields that we
-      want. */
-    const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
-    this.broadcast_event("player-join", player_data);
-  }
-
-  remove_player(id) {
-    const index = this._players.findIndex(player => player.id === id);
-    this._players.splice(index, 1);
-
-    this.broadcast_event("player-leave", `{"id": ${id}}`);
-  }
-
-  reset() {
-    this._players = [];
-    this.characters_to_reveal = null;
-    this.next_player_id = 1;
-
-    this.change_state(GameState.JOIN);
-
-    this.broadcast_event("players", "{}");
-  }
-
-  reveal_next() {
-    if (this.reveal_index >= this.characters_to_reveal.length) {
-      clearInterval(this.reveal_interval);
-      this.broadcast_event("character-reveal", '{"character":""}');
-      return;
-    }
-    const character = this.characters_to_reveal[this.reveal_index];
-    this.reveal_index++;
-    const character_data = JSON.stringify({"character":character});
-    this.broadcast_event("character-reveal", character_data);
-  }
-
-  reveal() {
-    this.change_state(GameState.REVEAL);
-
-    if (this.characters_to_reveal === null) {
-      this.characters_to_reveal = [];
-      this.characters_to_reveal = this._players.reduce((characters, player) => {
-        characters.push(player.character);
-        return characters;
-      }, []);
-      shuffle(this.characters_to_reveal);
-    }
-
-    this.reveal_index = 0;
-
-    this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
-  }
-
-  start() {
-    this.change_state(GameState.CAPTURE);
-  }
-
-  capture(captor_id, captee_id) {
-    /* TODO: Fix to fail on already-captured players (or to move the
-     * captured player from an old captor to a new—need to clarify in
-     * the API specification which we want here. */
-    let captor = this._players.find(player => player.id === captor_id);
-    captor.captures.push(captee_id);
-
-    this.broadcast_event("capture", `{"captor": ${captor_id}, "captee": ${captee_id}}`);
-  }
-
-  liberate(captee_id) {
-    let captor = this._players.find(player => player.captures.includes(captee_id));
-    captor.captures.splice(captor.captures.indexOf(captee_id), 1);
-  }
-
-  restart() {
-    for (const player of this._players) {
-      player.captures = [];
-    }
-  }
-
-  get characters() {
-    return this._players.map(player => player.character);
-  }
-
-  get empires() {
-    return this._players.map(player => ({id: player.id, captures: player.captures}));
-  }
-
-  get players() {
-    return this._players.map(player => ({id: player.id, name: player.name }));
-  }
-
-  add_client(response) {
-    const id = this.next_client_id;
-    this.clients.push({id: id,
-                       response: response});
-    this.next_client_id++;
-
-    return id;
-  }
-
-  remove_client(id) {
-    this.clients = this.clients.filter(client => client.id !== id);
-  }
-
-  /* Send a string to all clients */
-  broadcast_string(str) {
-    this.clients.forEach(client => client.response.write(str + '\n'));
-  }
-
-  /* Send an event to all clients.
-   *
-   * An event has both a declared type and a separate data block.
-   * It also ends with two newlines (to mark the end of the event).
-   */
-  broadcast_event(type, data) {
-    this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
-  }
-
-  game_state_event_data(old_state, new_state) {
-    var old_state_name;
-    if (old_state)
-      old_state_name = GameState.properties[old_state].name;
-    else
-      old_state_name = "none";
-    const new_state_name = GameState.properties[new_state].name;
-
-    return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
-  }
-
-  /* Inform clients about a state change. */
-  broadcast_state_change() {
-    const event_data = this.game_state_event_data(this.old_state, this.state);
-    this.broadcast_event("game-state", event_data);
-  }
-
-  /* Change game state and broadcast the change to all clients. */
-  change_state(state) {
-    /* Do nothing if there is no actual change happening. */
-    if (state === this.state)
-      return;
-
-    this.old_state = this.state;
-    this.state = state;
-
-    this.broadcast_state_change();
-  }
-}
-
-const game = new Game();
-
-app.use(body_parser.urlencoded({ extended: false }));
-app.use(body_parser.json());
-
-function handle_events(request, response) {
-  /* These headers will keep the connection open so we can stream events. */
-  const headers = {
-    "Content-type": "text/event-stream",
-    "Connection": "keep-alive",
-    "Cache-Control": "no-cache"
-  };
-  response.writeHead(200, headers);
-
-  /* Now that a client has connected, first we need to stream all of
-   * the existing players (if any). */
-  if (game._players.length > 0) {
-    const players_json = JSON.stringify(game.players);
-    const players_data = `event: players\ndata: ${players_json}\n\n`;
-    response.write(players_data);
-  }
-
-  /* And we need to inform the client of the current game state.
-   *
-   * In fact, we need to cycle through each state transition from the
-   * beginning so the client can see each.
-   */
-  var old_state = null;
-  for (var state = GameState.JOIN; state <= game.state; state++) {
-    var event_data = game.game_state_event_data(old_state, state);
-    response.write("event: game-state\n" + "data: " + event_data + "\n\n");
-    old_state = state;
-  }
-
-  /* Add this new client to our list of clients. */
-  const id = game.add_client(response);
-
-  /* And queue up cleanup to be triggered on client close. */
-  request.on('close', () => {
-    game.remove_client(id);
-  });
-}
-
-app.get('/', (request, response) => {
-  response.send('Hello World!');
-});
-
-app.post('/register', (request, response) => {
-  game.add_player(request.body.name, request.body.character);
-  response.send();
-});
-
-app.post('/deregister/:id', (request, response) => {
-  game.remove_player(parseInt(request.params.id));
-  response.send();
-});
-
-app.post('/reveal', (request, response) => {
-  game.reveal();
-  response.send();
-});
-
-app.post('/start', (request, response) => {
-  game.start();
-  response.send();
-});
-
-app.post('/reset', (request, response) => {
-  game.reset();
-  response.send();
-});
-
-app.post('/capture/:captor/:captee', (request, response) => {
-  game.capture(parseInt(request.params.captor), parseInt(request.params.captee));
-  response.send();
-});
-
-app.post('/liberate/:id', (request, response) => {
-  game.liberate(parseInt(request.params.id));
-  response.send();
-});
-
-app.post('/restart', (request, response) => {
-  game.restart(parseInt(request.params.id));
-    response.send();
-});
-
-app.get('/characters', (request, response) => {
-  response.send(game.characters);
-});
-
-app.get('/empires', (request, response) => {
-  response.send(game.empires);
-});
-
-app.get('/players', (request, response) => {
-  response.send(game.players);
-});
-
-app.get('/events', handle_events);
-
-app.listen(3000, function () {
-  console.log('Empires server listening on localhost:3000');
-});